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Buckshot Roulette News

Buckshot Roulette — Trading Cards out now on Steam and Community Spotlight

[h3]Greetings, High Rollers.[/h3]

We’re happy to announce that BUCKSHOT ROULETTE Trading Cards and Community Items are finally live on Steam, so now you can gamble for these cute trinkets while gambling with your life. Exciting, isn’t it? ːdealerrizzː

We'll also be adding even more Buckshot items to the Steam Points Shop at a later date (including the animated background with falling shells you've been asking for so much), so please stay tuned for that. But for now feel free to brag about your luck with the community items in the comments below while we move to our next important subject for today.

We’ve been absolutely blown away by the creativity and love you guys share for BUCKSHOT ROULETTE (and The Dealer in particular…), so we want to give you all some of that love back — and that’s why we decided to host regular Community Spotlights showcasing some of the fan art that Mike and us loved the most this month.

Oh, and if you want your art to get showcased next time, tweet us using the #BuckshotRoulette hashtag or submit your art in the #fan-creations channel on our Discord server.

[h3]And now, let the Community Spotlight begin![/h3]

[h3]Starting off with ‘A First Impression’ [/h3](via SeanBOI12123 on Twitter)


[h3]From sinister to adorable, up next we have a Plushie Dealer pic [/h3](via NeonPink_1 on Twitter)


[h3]Arguably, this is the hardest The Dealer ever went [/h3](via BillExcluido on Twitter)


[h3]That’s absolutely cheating, but our friends from Finch Bird Studio also made a fan-art for Buckshot’s launch[/h3] (via FreakedFleapit on Twitter)


[h3]We don’t even have the words to describe how much this one rocks, Buckshot Roulette for GBA when?[/h3] (via o5976755 on Twitter)



[h3]Not even VTubers are safe from this deadly game of chance[/h3] (via dohoon416 on Twitter)



[h3]What if Buckshot Roulette was called 𝓕𝓻𝓮𝓪𝓴𝓼𝓱𝓸𝓽 𝓡𝓸𝓾𝓵𝓮𝓽𝓽𝓮[/h3] (via Yanaiba on Twitter)


[h3]Greed from The Binding of Isaac learning new tricks from his colleague[/h3] (via TheBeknighted on Twitter)


[h3]And capping it all off with an anime-fied Dealer[/h3] (via unagi_to_kame on Twitter)



And with that, our first community spotlight is officially over. Once again we’d like to thank you for sticking around with us and we’ll see you quite, quite soon! Now go get those trading cards, High Rollers, the night is still young!

The machine hungers for more, greed everlasting.
Mike Klubnika, CR Channel & V̶̺̋Ǫ̶͒L̴͉̂T̶̺̈À̸̤ ̴̫̉Ś̴̱ţ̵͗ạ̷̄ñ̶͉d̴̋ͅa̶̩͝r̵̯͛d̴͙̓ ̶̖̎E̵͈͆l̵͍̐e̵̺͠c̴̟̄t̶̜̒r̸̪͠o̶͎͘n̶̰̄ị̵͑ç̷̄s̶͝

Buckshot Roulette — A Look Into Cut, Scrapped and Hand-Sawed Ideas

[h3]Greetings, High Rollers.[/h3]

A surprising number of you were wondering about the stuff that almost made it into BUCKSHOT ROULETTE and was scrapped for one reason or another. Some of you even went as far as to datamine and dig through the game files to find out.

Well, today we asked Mike Klubnika to share some of his unused ideas for BUCKSHOT ROULETTE, so you can take a peek behind the development curtain and see what could have been. Maybe some of you would even go as far as to mod some of these in. Just kidding, haha. Unless..?



Let’s get started with a fairly known one: BUCKSHOT ROULETTE was called ‘Shotgun Roulette’ up until just days before release. What is lesser known is the fact that this was an homage to swiftor’s Call of Duty video series of the same name which Mike used to watch and love growing up.

BUCKSHOT ROULETTE was also originally planned to be a part of a bigger horror game, where the player would go to various locations in a small bleak town and complete objectives. One of these objectives was to beat an underground arcade owner in a game of shotgun roulette. The player would then use the tickets earned to purchase the grand prize, which was a piece of hardware for a device. Will that bigger horror game ever come to be? Guess, we’ll have to wait and see…

The original room BUCKSHOT ROULETTE took place was wayyy darker in the prototype

Moving on to the game itself. The nightclub was supposed to feature a view of a large crowd dancing below, but this idea was scrapped to save time and besides — isn’t a hollow metal husk of a club with only you, The Dealer, and the Smoking Guy a more suitable place for what’s about to happen?



Speaking of the Smoking Guy, for the initial itch.io release it was planned that he would follow the player into the room, before sitting on the chair and observing the game. Every time the player would die, the smoker dude could be seen sitting down again after reviving the player. However, once the final showdown arrived, the smoker dude would leave. This was also scrapped to save time.

In earlier prototypes The Dealer also had a monologue where he explains the rules of the game. He also mentioned the prize money, and that if the player loses, their corpse will be sold for profit. This monologue was removed so that there was less friction in getting into the game, since the rules of the game could easily be explained through short item descriptions and player interactions. Show, don’t tell, you know.

The Player always getting to go first also wasn’t always the case. The first turn of the game was originally supposed to be decided by The Dealer spinning the shotgun, spin-the-bottle style The starting turn would go to whoever the barrel is pointing at. (Comment below if this is something you want to happen for Multiplayer mode, wink-wink.)

We don’t have the animation for it, so we’ll leave it to your imagination

Speaking of game mechanics, there was one planned where the player could stack hand saws. Meaning they could saw off the barrel once, and then saw off the rest of the shotgun with a different hand saw, leaving only the receiver. This was scrapped mainly due to balance, but also to save time.

And the hand saw itself used to have a much different look and animation. One key part of the first vision for the game was the player struggling to saw off the barrel with a large rusty hacksaw. The hacksaw was replaced with a foldable hand saw later in development so that all items could fit on the same grid. We’ll leave the possible animation for The Dealer to your imagination.

Original items line-up from the older prototype with the old hacksaw model

The idea for heaven in the game was originally much more peaceful and less visceral. The player would have to interact with a person in the booth next to golden gates surrounded by clouds. The person would then ask the player whether or not he wants to try again, or go through the gates. This entire sequence felt very out of place when it came time to actually develop the scene, so it was changed to something that had more shock value and was a better fit to the rest of the game’s subtle lore.

Subtle lore in question

The device that cuts the cables in the final showdown was planned to be a guillotine. The design was later changed though, since a guillotine seemed too simple and predictable.

The ending of the game was originally planned to be an extended cutscene where the player would book it out of the club with the briefcase, enter their car, then look up to the rearview mirror and reveal only a blown-off head with a bit of spine sticking out - before it cut to black.
This was also scrapped mainly to save time.

And let’s top it off with a couple of ideas that were considered for post-itch.io launch but didn’t make it into Buckshot. One of the features that was planned was an unlockable small synthesizer that could be found in the restroom’s trash can. The synthesizer would have something like a 16-step sequencer that the player could program, and the melody would play after a round was won. This ended up not being developed as post-release needed features that were (and still are) more high priority. Please let us know if that’s something you want to see, though.

For the Steam release, initially an actual ‘Double or Nothing unlocked’ cutscene was planned, that would show an engineer working on the disassembled table, with the new items being in a pile ready to be stocked inside the table.

That’s all we have for today. We’re planning to have a Q&A session with Mike sometime in the future, so stay tuned for that, and now… back to the multiplayer grind!

Wishing you the best of luck, High Rollers,
Mike Klubnika, CR Channel & V̶̺̋Ǫ̶͒L̴͉̂T̶̺̈À̸̤ ̴̫̉Ś̴̱ţ̵͗ạ̷̄ñ̶͉d̴̋ͅa̶̩͝r̵̯͛d̴͙̓ ̶̖̎E̵͈͆l̵͍̐e̵̺͠c̴̟̄t̶̜̒r̸̪͠o̶͎͘n̶̰̄ị̵͑ç̷̄s̶̩͝


Buckshot Roulette hit a million sales, multiplayer mode in development

It just goes to show, that as challenging as it is for indie devs right now, there's still a whole lot of success stories. Buckshot Roulette is the latest to hit over a million sales.

Read the full article here: https://www.gamingonlinux.com/2024/04/buckshot-roulette-hit-a-million-sales-multiplayer-mode-in-development

Reached 1,000,000 Sales. Double or Nothing? ☑|☒

Greetings, High Rollers.

Last week we half-jokingly said that we’re choosing to Double our sales of BUCKSHOT ROULETTE, but thanks to your dearly cherished support, it has become a reality: we have officially hit 1,000,000 copies sold on Steam!

[previewyoutube][/previewyoutube]

Once again, we want to thank everyone who made this possible (you, to be precise). Both Mike and the CR Channel Crew will continue working hard to make BUCKSHOT ROULETTE the best it can be! And while the thrill of the night is still so enticing, we hope to one day Double the number of our players again.

Also, you might remember Dr. Jewel (aka @juerucj on Twitter) — the talented artist behind Buckshot Roulette's key art. Well, he went one step further — making not only this art into live wallpaper but also its alternative version!
[h3]Buckshot Roulette — Key Art Version Buckshot Roulette — Alternative Art Version[/h3]
If you have Wallpaper Engine, just subscribe to these wallpapers (and don't forget to rate them) and they'll be added to your in-app library!

As for Buckshot itself — we're happy to report that the development of the multiplayer mode is in progress! Mike made some great progress, but there is still a lot of work to be done. So stay tuned for more info!

Keep hitting it big, High Rollers
Mike Klubnika, CR Channel & V̶̺̋Ǫ̶͒L̴͉̂T̶̺̈À̸̤ ̴̫̉Ś̴̱ţ̵͗ạ̷̄ñ̶͉d̴̋ͅa̶̩͝r̵̯͛d̴͙̓ ̶̖̎E̵͈͆l̵͍̐e̵̺͠c̴̟̄t̶̜̒r̸̪͠o̶͎͘n̶̰̄ị̵͑ç̷̄s̶̩͝

v1.2.2 Hotfix 1

- Fixed issue where burner phone gives wrong information in rare cases.
- Updated credits.